I’m 99% sure it works against stealthed players.
I find this to be true of different specs and classes, but focus the weakest or easiest to kill first. Even a naked level 2 can Rez a great player if you do down them, so they need to go first. Use cc as needed to prevent rezzes or secure a stomp. Plague form can be hit mid cast to secure a safe stomp, if needed.
Epidemic is pretty critical if you are in a condi build and outnumbered.
Oh and also, don’t hop out of death shroud for no reason. When I fight other necros sometimes they hop into death shroud to absorb some hits at low health, pop all the cooldowns and immediately leave it with tons of life force and little health. That’s a mistake most times. Stay in DS until your heal and other things come off cooldowns. You might not make it another 10 seconds to use that up.
But in general thief/mesmer is very tough to fight against and it would be commendable for anyone on any class to 2v1 that combo, assuming they are competent players.
How does this improve gameplay? All this improves is the number of transferees to servers that are already better than their immediate competition.
SMC is a nub magnet as far as I’m concerned. I do enjoy it for the fights, though.
It wouldn’t need super significant buffs; too much and it would be more lucrative than PVE. Doubling it, since the rates are so low already, seems about appropriate.
+1. Would be very nice to have back.
I think a lot of these ideas are really good. I especially like the spiked doors idea, I think that could introduce some different tactics, and making sentries and guards higher tiers. It could at very least prevent a highly upgraded point from getting ninja’d. The other ideas with built to last on siege is smart.
I would like to see the upgraded roaming sentries give out some sort of a call when killed. Right now when I see that upgrade I just think, "great! More stacks. " it’s useless, currently.
If conditions weren’t meant to be a spec, there wouldn’t be so many of them on some classes. That may be true of eles and guards, but other classes have viable condition only specs. Also dire gear wouldn’t exist if that we’re true, nor would it ever be the main stat on gear.
Using life force as some sort of mana pool could be really, really interesting if the skills were powerful and balanced.
A lot of these potential heavy classes are just describing what necros are supposed to do. Some they can, some they cant.
If they will make any new profession you need to consider what roles are not filled well and then focus on filling that. But it is difficult to really identify that IMO, many roles are already filled.
If you bring a mostly standard condition build, spectral wall, well of corruption and darkness, and have plague form, you can give some pretty great support to your Zerg, even at the frontline. That can be a good amount of protection and blindness you dole out.
Preventing resizing the fully dead would be a massive step in the right direction with this. There were multiple times just this past weekend where my group inflicted big damage on bigger groups, but rezzing allowed them to multiply even more and overwhelmed us.
If you get spiked or die after being downed, you shouldn’t be able to get back in the fight. This would also make people run back in a fight instead of waiting around while dead for someone to rub them back to life. Could make less nameplates in big fights, too.
I like using critters for dark path to hop around a little faster.
You can use spectral walk and flesh wurm for a safer stomp.
I’ll come back and edit if I think of others.
I would be very sad if my power necro was nerfed. Depending on the changes I might consider switching to one of my other, hardly played and poorly geared (in comparison) 80s.
Maybe those servers travel in huge groups to respond to BG’s groups.
I like sylvari, you can make them black or green or white or whatever other color, no noses or anything for creepy effects if you like. I think they look the best and armor still looks good on them since they are shaped mostly like humans.
Sometimes this same feature is used for good sportsmanship, too. It’s happened both ways after a solid 1v1 fight to group up quick and say nice job, or ask for a duel or something or what someone’s spec is.
Once my small roaming team got into a heavily outnumbered fight and we made it out because a player from the 3rd server came in and killed only the bigger group with us. He had been getting stomped by them, so he joined in with us, and we rolled around together for some time, which was weird, but fun.
Um, stability? It sort of grants complete immunity to CC. I know other games have DRs but they also have 1 stunbreak only and no such thing as stability.
Yeah because EVERY class has easy access to stability….
Yes, I play necro too. Yet I don’t have issues with this.
Um, stability? It sort of grants complete immunity to CC. I know other games have DRs but they also have 1 stunbreak only and no such thing as stability.
erm yeah sure my 2 second stability on a stupid mantra that is so useful in a zerg. i never get stunlocked to death ever.piece of cake as mes……wait
You play a mesmer. Use your blinks, blocks, invulns, invis, CC… Mesmers have more tools than nearly any class to avoid someone. Or you know, just get out of the way.
It may be that we’ve been matched against less than stellar guilds/groups, but I find that simply getting out of the way works pretty well. Most of those players just follow the tag/driver and a lot of times don’t even main warriors. They just follow and faceroll most times. So you can just get out of the way and get completely ignored, and blast them from the sides. The biggest reason these trains work – that I’ve seen – is people being unaware or simply don’t get out of the way and instead take a hammer to the face.
Um, stability? It sort of grants complete immunity to CC. I know other games have DRs but they also have 1 stunbreak only and no such thing as stability.
Prices for invader gear is now as much as prices for gear on the TP, plus they have badges. It won’t flood the market at all compared to what ascended armor crafting already has. It won’t change the market hardly at all I would guess.
I have no problem with diamond skin if it is going to cut down on the overwhelming amount of spamming and low skill floor specs you come across with the current condition heavy roaming scene. I played condition necro from launch to a few weeks after the dhuumfire patch when I realized that it’s a very strong, faceroll, spam through your skills spec that essentially ruined some of my favorite utility on necros so we could have more thoughtless conditions. I’ve since switched to a powermancer.
I don’t agree with how diamond skin works in that it is more passive play, but if it encourages less easy mode roaming specs then I will get over it. That being said I hope they get away from all passive play type traits and skills.
^ that is super solid advice. I even learned a few things from that, which are true of my play style too.
Unfortunately playing a condo necro has become a big spamfest that anyone can play reasonably well, and in wvw they haven’t seen the nerfs that they saw in spvp. Fortunately for you, though, are that a lot of these necros are pretty bad. As others said, diamond skin would probably work well. Perhaps you can work It into your build? I’m sure it would solve this problem quickly. Anyway, a stun break may take you pretty far in disrupting fear, as well as stability, and I know the ele ability that blocks 3 attacks could also help quite a bit. That will block attacks and hit these spammy necros pretty hard. The good news is the stun break and stability should help against most specs.
Also as others said, playing a hit and run playstyle is very effective against a necro. They can’t really catch you if you want to run, so if you hit them, make them blow some cooldowns and use some DS, then leave, reset the fight and come back, you’ll eventually wear them down. That is true of most necro specs. Also, kite plague form at all costs.
This ^ is all great advice. I love using doom right as they try to heart seeker through their smoke fields, and then hit them with a life blast or 2. Start casting it right away, use doom, and cast another. If you have them targeted when you start casting it should still hit them.
Life transfer and tainted shackles will both hit stealthed characters. Usually 2 life blasts and life transfer and most thieves are down. It’s that simple.
Axe 2, if casted when they are not stealthed, will hit them even if they stealth in the middle of the channel, which is good for half their health. Axe 3 hits stealthed characters, too.
I run the same weapon set up and I can’t remember the last 1v1 I lost to a thief. I’ve certainly been blown up by them when I’m fighting someone else, but I have so many ways to hit them even in stealth that it doesn’t really matter if they stealth or not. They don’t always die, but if they do manage to avoid my damage they will run.
Only a necro with guard stacks and in full soldiers or dire gear will get close to 50k EHP, while most are at much less. They also don’t have any crazy get away skills like almost every other class but guardians have, and are relatively slow. Their only defense is a good offense, really, and you wildly overstate the stability access. Most necros can’t get the trait and it only comes through elites otherwise.
They are still strong in wvw despite that but you seem pretty upset about them.
I don’t think I’ll ever understand this. Give T1 new opponents and they dislike them because they can’t give a good fight. Give them their best options and some players are still unhappy.
Guess what, you’d do yourself and the game a favor if you transferred to a lower tier where I’m sure there is more variety.
2) Being in DeathShroud corrupts nearby targets and turns boons into Conditions
I vote that this functionality replaces the “minions have a chance to strip boons” for Necromantic Corruption (Death magic Grandmaster)
That would be pretty amazing, and I would love that trait. It would need an ICD, but could be very cool.
This skill already has a ton of covering conditions, it really doesn’t need more.
I’ll always want new skills but IMO necro has the best elites in the game. I think only guardian and mesmer really come close.
Necrochild.1497
Well, sorry to hear that. I have difficulties being quite so pessimistic, I remember where we were at a year ago.
Closer to an actual attrition class? (Albeit more broken in terms of bugs etc.)
Are you actually arguing that we were somehow better off back then?
Powermancers are better off now by a lot.
Condimancers have lost quite a bit of utility in exchange for a slight DPS increase, when ignoring DS changes. But I would love to have pre-6/25 condimancer back with the current death shroud.
Mesmers are incredibly strong in small fights and have amazing utilities in big groups, but generally aren’t world beaters in Zerg fights, and they are slow.
Necros can rush a ton of power in any situation (with different builds), but they lack buffs and focus instead on debuffs. They also have no escapes.
Eles have good group utility and they are still strong in roaming, but can be very squishy.
I was going to make a longer post to reply to some of these responses, but I’ll keep it to this:
- I was talking about WvW pretty specifically. PVE and high level TPvP are not considered in my original post or any others.
- Classes should be able to defend against conditions, and necros altered the meta drastically a while back. It’s not a travesty to have to adjust to other classes instead of them adjusting to us.
I think it’s dumb that Necros took such nerfs because of Dhuumfire and I actually liked things better before (old corrupt boon, putrid mark, etc etc.), but the class is far from useless IMO.
- If you want escapes and mobility, I think Engineers are pretty great at that. I realize that may come off as rude, but the Devs have been very, very clear about Necros not having these things, and have never mentioned otherwise. Stop expecting it.
If you don’t think necromancer’s are wildly powerful in WvW then you seriously don’t know the class. I’m surprised to even read that.
I’ll happily stay with my necro. I find the playstyle much more fun than most other classes, and it fits my playstyle very well.
It’s easy to say you’re wildly powerful when you have a class that can spam AOE conditions/wells in a zerg and collect bags like you’re picking up the groceries. I can run out on my power necro and be successful in roaming/zerging as well.
Try fighting when the odds are stacked against you and you’re being ping-ponged around by 2 warriors.
No sustain, very little mobility/disengage but as long as we have condition spam everything will be alright… right guys?
I can jump on pretty much any other class that i have and at least have a decent run at a crappy situation where i’m outnumbered.
The class just needs some re-balancing. Remove some DPS from conditions (stop the PvP whiners) and look at the sustain problems. Another patch blows by us and siphoning is still a joke – A-net must be aware of this… there is no way they can be this ignorant.
Your point is that we can’t beat 2 warriors?
If you want changes to Necros I wouldn’t start with, well we can’t beat 2 of the most powerful class currently. Just because we can’t run away from a fight doesn’t mean the class is all of a sudden worth abandoning from a pvp standpoint.
Also I’m not getting the condescending “try fighting this” or “killing up levels is easy” comments. Ive played Necro in wvw since launch. I’m well aware of what the class is capable of and what the weaknesses are, and they really haven’t changed much other than 6/25, and even that still kept the big points the same.
If you don’t think necromancer’s are wildly powerful in WvW then you seriously don’t know the class. I’m surprised to even read that.
I’ll happily stay with my necro. I find the playstyle much more fun than most other classes, and it fits my playstyle very well.
I don’t do PvP or WvW. I’m a PvE player. It’s a much different story in that game environment.
Yup, didn’t say anything about PVE. Necros have been subpar in PVE since launch.
If you don’t think necromancer’s are wildly powerful in WvW then you seriously don’t know the class. I’m surprised to even read that.
I’ll happily stay with my necro. I find the playstyle much more fun than most other classes, and it fits my playstyle very well.
The problem with all of these boon strips that are mentioned here is that the AOE ones are ground targeted and pulse, so against any coordinated and moving group they aren’t going to rip many stabilities off of anyone passing through. Much more likely to remove something like fury or retaliation before the intended targets are out of the area. Mesmers aren’t going to face a Zerg head on with their sword, and corrupt boon has been heavily nerfed so again it won’t touch stability on many targets.
I don’t know about a stability specific trap, but a trap that removed 3 boons or something I think is totally reasonable.
In the end I simply feel that there are tons and tons of ways to apply boons effectively, and very few that remove them for counter play. I would like to see that changed a little more.
The position is determined by the color, which is determined by which server is the strongest when the match ups are decided. Green is the highest rank, red is the lowest ranked.
Yes but how often do they refresh/reset the positions if the rankings never change.
It is possible to end up the same color for a few weeks, it all depends on your servers rank compared to the opposition. With the variation still in the WvW matchups, you should switch around some.
The position is determined by the color, which is determined by which server is the strongest when the match ups are decided. Green is the highest rank, red is the lowest ranked.
A ran a dire MM build today in WvW, and I noticed a death nova field when I used the active on the bone fiends. Was it always like this or is this new?
I think this is incredible news. Thank you, ANET.
I think this heal will have the potential to make some massive heals, but generally I think the blocks would be more useful than the damage conversion.
I’ll be equipping my unblockabke daze just for the like since now warriors and guardians can be trolled by it.
You guys all saw how little this armor actually gives you, right? I don’t think a handful of stats are anything to be upset about. Just like with exotic weapons, exotic armor will still get you by.
We were lucky weakening shroud wasn’t heavily nerfed when they changed weakness. Really everyone upset about the change should be thankful you can now have it every time you enter DS, because the duration on weakening shrouds weakness could have been reduced a long time ago. This could be solid for dancer builds now.
I’ve been playing ranger in sPvP..
Healing spring, leap, weapon swap, blast + leap. About 2.5x the amount of healing as consume conditions and much of it party wide. Oh, and its a condition clear. Oh, and I’m doing big damage the whole time. Oh, and if it matters, my teammates can bast too.
Consume conditions is overrated as a big heal. Mending, which doesn’t heal for removed conditions, but has a shorter cooldown and the same base heal as CC, is the red headed stepchild of Warrior Heals.
While I think any heal with a water field is superior, you are comparing multiple skills to one skill.
I had an ascended ring drop (in stats I don’t use but may be useful sometime, so it’s in my bank) probably 2 or 3 exotics and I get a rare every 15 levels or so. I’m only rank 240.
I believe the data mined version had a shorter cooldown, no ICDs but no healing on use. The current version offers little in active healing and I’m fairly certain the passive healing is less than given from warriors healing signet.
It’s current state is pretty weak, there’s no denying it. I’m not sure the point of even bothering to create a new skill that many people will have trouble choosing over current heals.
Yup, this used to be better closer to launch, but was since nerfed. I don’t think it sees much use outside of tpvp for the active.
I have to say, to look on the bright side of things: there has been some great comedy coming out of this. The heal still sucks, but at least I can laugh about it before I cry myself to sleep tonight.
Why are you complaining so much?
You and other few ppl are always saying that Necro is good, that necro doesn’t need buffs and that everything is OK with necro’s skills and even some of them need nerfs.
I’m going to take a guess and say because it is another example of having no clear vision of what a necro should do and how to do it. Necros were very underpowered for 10 months, then overpowered as of 6/25. Still no blocks/invulns/vigor/etc., few blast finishers, and siphoning has never been viable and still isn’t.
The changes to this signet took a lot of hope for siphoning to be viable and killed it. Does it ruin Necros? No. But many other classes will see use of the new heal and Necros more than likely wont ever touch this thing.